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Oh, one more important thing. You can design your code for a symmetric CPU shared memory system with the Cell model in mind and it will run well on both. It will actually run better on the "standard" processor then the simple monolithic design because you will be using the CPU cache very efficiently because your design was concerned with keeping memory down to the 256K usable by the SPE's.

This is not true in reverse obviously. If your game engine was designed for "standard" cpus you probably have your code built into large very interdependent systems that cannot be easily broken down to be put on SPE's. This is probably why so many of the XBox -> PS3 ports are so bad.